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Poll

Gift of Hedone: Ability Cooldown

  • Yes, I like it! 30
  • Yes, I like the idea, but would need to see it in practice first 71
  • Maybe - I just have my reservations about it 1
  • Nah, not a fan - keep it timer based 2
  • Meh, you do you 0
  • 2026-04-29
  • 104 votes
{'title': 'Gift of Hedone: Ability Cooldown', 'choices': [{'text': 'Yes, I like it!', 'votes': 30}, {'text': 'Yes, I like the idea, but would need to see it in practice first', 'votes': 71}, {'text': 'Maybe - I just have my reservations about it', 'votes': 1}, {'text': 'Nah, not a fan - keep it timer based', 'votes': 2}, {'text': 'Meh, you do you', 'votes': 0}], 'closes_at': None, 'created_at': datetime.datetime(2026, 4, 29, 10, 33, tzinfo=datetime.timezone.utc), 'description': None, 'allow_multiple': False, 'total_votes': 104}

Content

Hello you wonderful deviants,I wanted to discuss my plan for ability cooldowns.Initially the plan was to simply just do a timer like I do have for the Dash, however, the more I thought about it, I wanted to do it in a way where you couldn't essentially just get to the point of spamming abilities back to back depending on their timers, or just hide and wait for your cooldown to refresh - I want abilities to have a bit of weight to them, have more significance in a fight.So the plan is going to be that abilities will have certain "cooldown point requirements" and I will likely try to think of a better name - but it will be based off of your basic attacks hits. Essentially, instead of it being a timer, your ability's cooldown will decrease/refresh as you hit enemies with your basic attack.So if an ability has 10 cooldown points, you would need to hit enemies 10 times with your basic attacks to complete the cooldown. This means you cant simply run away or hide, it also encourages you to swap into other party members who have abilities ready to go.I think this will become a lot more interesting to when you are fighting a stronger enemy or boss, where you will need to be consistently attacking in order to use the stronger abilities. Obviously, in theory and in practice is a whole other thing, but I wanted get your opinions and feedback on this :)

Comments

Reece

How about Cooldown Unit Measurement/Critical Unit Metre... maybe you could even abbreviate it down

Verhalus

Could have certain abilitie cooldowns tied to afflicting status affects

Brantas

Sounds like mana that replenishes on hit. I see the difference that each skill fills independently. Will have to see as now it feels like using all abilities at once in hopes of defeating an enemy and kiting till it goes back. Might be good, but it depends on the timings and whether there are ways to reduce the cooldown.

Ikutoma_Kitsune

Issue with this imo is especially if you're low, you can't make a comeback because one hit and you're dead. So you're forced to keep attacking and unless there's enemy hitstun on attack, it's pointless to me. It feels counterproductive to survival unless there is hitstun but especially in regards to bosses who normally don't have hitstun, it'd put you at a major disadvantage. Having on hit cooldown doesn't really feel great. Like if you're low, you're trying to escape. You need to jump over a gap but it needs dash, so you have to attack to get your dash, but you're going back into your death. Makes no sense to me

nsfwpixels

I really appreciate the suggestion Reece!

nsfwpixels

Thats a really interesting idea, maybe do it in tandem with the basic attack hits - thank you for this

nsfwpixels

Thank you so much for the feedback, Dash will remain as a timer cooldown, And you do raise a valid concern, but i do partly want it to be so you cant rely on just running away for abilities to refresh, so you are correct that that can put you at a slight disadvantage if you use all your abilities. So thats why you would need to balance this, and also swap out to other party members to use their abilities. I sincerely appreciate the feedback and concerns though, as all are very valid. But hopefully with the way I envision it working it shouldn't feel like a chore to reset abilities. But I am totally willing to rework it if the community does not like it.

nsfwpixels

Thank you so much for the feedback Brant's, I really appreciate it. I already have plenty to think about with the communities input 🙂

Ikutoma_Kitsune

If you don't want running away, perhaps maybe like a temporary arena styled? If it's just generalized enemies, then it shouldn't really matter. But if it's important fights such as "waves" or boss fights, creating a impassible barrier is a good idea

nsfwpixels

Yeah that will be the plan once you fight a boss, there will be some restrictions to where you can go 🙂

ninjanaut

So my input on this if this a 2d side scroller it wouldn't be very much effective unless its a class specific where cooldowns are bassed on hits. However its all based on abilities on how the cooldowns are done like something that hits harder has a longer cooldown something that you need to charge might have a lower or higher cooldown. Maybe I light hit has a lower cooldown but is affected by the ammo. Also what you can input is a combo meter where let say you use an ability that has a cooldown but then you do a combo that refreshes you long cooldown ability if the combo is done right that way it feels more fluid.

nsfwpixels

Thank you so much for the feedback ninjanauth, I really appreciate it. I am floating around the idea of a combo meter, so I appreciate that suggestion about possible cooldown integration :)